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This PR fixes #2814.

Problem

  • Picking up a +movement drop both increased max movement and restored more than intended remaining movement.

Solution

  • Do not auto-restore remaining movement when max increases in updateAlteration().
  • On pickup, if remainingMove is 0, grant exactly 1 movement point; do not add more.

Verification

  • Move down to 0 remaining move and step on a +movement drop; after pickup, remainingMove is exactly 1.
  • No change when already >0 remaining move.

All unit tests passed locally (jest).

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@Bennethxyz
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CI summary: GitHub Actions (build/test/deploy) succeeded. The Vercel check shows an authorization prompt and is expected for external contributors; if required, a maintainer can authorize it, otherwise it can be treated as optional. I’ll monitor and address any feedback.

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ancientbeast Ready Ready Preview Nov 6, 2025 2:44pm

@DreadKnight
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DreadKnight commented Nov 6, 2025

@Bennethxyz Getting a drop that has movement bonus should give that value always restored right away, not just when having 0 movement points remaining after reaching the drop point (hexagon). Just like when picking up health or energy, similar to arcade games (beat'em'ups). The real issue was the restoration amount being haywire if getting multiple drops.

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@Bennethxyz Tested, that change not cutting it. Unit picks up drop with movement = can use those increased points in current round, along with what was already remaining 🐻

@Bennethxyz Bennethxyz marked this pull request as ready for review November 7, 2025 06:05
@DreadKnight DreadKnight marked this pull request as draft November 7, 2025 07:28
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This was fixed in #2829 - thanks for trying 🐻

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movement related drops restore extra points [bounty: 5 XTR]

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